I honestly cannot say how these larger game developers can continue to make the same mistake with each new release that utilizes DLC. I do know that this problem could have been avoided through anticipating server load according to pre-order sales and estimated store sales. They then could have rented temporary servers from a data center to handle the extreme load for the first week, then dropped the temporary servers afterward. This should be a staple with all popular online games that use DLC content. All this requires is collaboration with the data center team, marketing, and accounting.
It takes a basic economics course to gain an understanding of a production possibility curve and a bit of research in the market for previous business sales in the genre. This will give the team an edge in estimating the amount of connections and server load for the DLC. I do understand that variables occur, but if they had took some initiative through some research, this could have been avoided altogether.
Servers for DLC Content - Avoiding Launch Day Problems
Débuté par
Bloodhusk
, janv. 26 2010 10:53
#1
Posté 26 janvier 2010 - 10:53





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